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Won't Fix
Votes
0
Found in
2021.3.18f1
Issue ID
UUM-26173
Regression
No
Visual Scripting namespace is empty when using the "Runner Game" template
Reproduction steps:
1. Create and open a project using the core “Runner Game“ template
2. Import the attached “Test.cs“ script
3. Observe the Console
Expected result: no errors
Actual result: errors about missing names in the Visual Scripting namespace
Reproduced in: 2021.3.0f1, 2021.3.18f1
Could not test in: 2020.3.44f1, 2022.2.5f1, 2023.1.0b2 (no “Runner Game” template)
Reproduced using: macOS 13.0.1 (Intel), Windows 10 (by user)
Errors:
1. “Assets/Test.cs(5,24): error CS0234: The type or namespace name 'IncludeInSettingsAttribute' does not exist in the namespace 'Unity.VisualScripting' (are you missing an assembly reference?)“
2. “Assets/Test.cs(5,24): error CS0234: The type or namespace name 'IncludeInSettings' does not exist in the namespace 'Unity.VisualScripting' (are you missing an assembly reference?)“
Notes:
1. The errors persisted after reinstalling the Visual Scripting package
2. The errors persisted after upgrading editor versions (e.g. from 2021.3.11f1 to 2023.1.0b2)
3. Not reproduced using the core “3D” template
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Resolution Note:
Hi! This template intentionally did not include the Visual Scripting assembly reference as we wanted to maintain (as minimal) references as possible.
For our users, if they want to reference the Visual Scripting package (and be able to access the [Unity.VisualScripting.IncludeInSettings()] attribute, they can do the following:
1) Open their project in the Unity Editor
2) Select the Unity.HyperCasual Assembly Definition Asset (located in Assets/Unity.HyperCasual.asmdef
3) In the Inspector, look for "Assembly Definition References"
4) If this file hasn't been changed by a user, the "Use GUIDs" toggle will be selected and there will be 3 references listed (Input, TextMeshPro, Advertisements)
5) Select the "+" to add another reference
6) Select the newly added (empty) slot (the circle selector on the right side of the slot) and add a reference to "Unity.VisualScripting.Core"
7) Select Apply in the bottom right of the inspector window
8) After Unity recompiles, the attribute will now be accessible